Background
[0001] Three-dimensional ("3D") computer graphics are graphics that use to create a 3D representation
of geometric data that is stored in the computer for the purposes of performing calculations
and rendering 2D images. Accordingly, such images may be stored for viewing later
or displayed in real-time. 3D computer graphics rely on many of the same algorithms
as 2D computer vector graphics in the wire-frame model and 2D computer raster graphics
in the final rendered display. In computer graphics software, the distinction between
2D and 3D may be narrow since 2D applications may use 3D techniques to achieve effects
such as lighting, and 3D may use 2D rendering techniques.
[0002] 3D computer graphics may often be referred to as 3D models. Apart from the rendered
graphic, the 3D model may be contained within a graphical data file. However, one
difference between 2D rendered images and 3D computer graphics is that a 3D model
is the mathematical representation of any three-dimensional object. In other words,
a model is not technically a graphic until it is displayed. A model may be displayed
visually as a two-dimensional image through a process called 3D rendering or used
in non-graphical computer simulations and calculations.
[0003] Rendering is the process of generating an image from a 2D or 3D model, or models
in what collectively could be called a scene file or frame file, by means of computer
programs. Furthermore, the results of such a model can be called a rendering. Accordingly,
a scene file may contain objects in a strictly defined language or data structure
while containing geometry, viewpoint, texture, lighting, and shading information as
a description of the virtual scene. The data contained in the scene file is then passed
to a rendering program to be processed and output to a digital image or raster graphics
image file.
[0004] The current use cases of mixing video with real-time rendered 3D objects rely mostly
on using the original video as a flat texture in a 3D environment. This is mainly
due to pre-rendered videos losing all geometry, depth and camera information during
the rasterization process. Rasterization is the task of taking an image described
in a vector graphics format (e.g., shapes) and converting it into a raster image (e.g.,
pixels or dots) for output on a video display or printer, or for storage in a file
format, such as, for example, bitmap.
Summary
[0005] Described herein are apparatuses, systems and methods for generating an interactive
3D environment using virtual depth. The method may include receiving a pre-rendered
media file comprising a plurality of frames, receiving depth data related to the media
file, wherein the depth data corresponds to each of the plurality of frames, creating
an invisible three-dimensional ("3D") framework of a first frame of the media file
based on the corresponding depth data, and rendering a new first frame in real time
to include the pre-rendered first frame, one or more virtual visible 3D objects and
the invisible 3D framework.
[0006] Further described herein is a non-transitory computer readable storage medium with
an executable program stored thereon, wherein the program instructs a processor to
perform actions for generating an interactive 3D environment using virtual depth.
The actions may include receiving a pre-rendered media file comprising a plurality
of frames, receiving depth data related to the media file, wherein the depth data
corresponds to each of the plurality of frames, creating an invisible three-dimensional
("3D") framework of a first frame of the media file based on the corresponding depth
data, and rendering a new first frame in real time to include the pre-rendered first
frame, one or more virtual visible 3D objects and the invisible 3D framework.
[0007] Further described herein is a system for generating an interactive 3D environment
using virtual depth. The system may include a memory storing a plurality of rules,
and a processor coupled to the memory and configured to perform actions that include
receiving a pre-rendered media file comprising a plurality of frames, receiving depth
data related to the media file, wherein the depth data corresponds to each of the
plurality of frames, creating an invisible three-dimensional ("3D") framework of a
first frame of the media file based on the corresponding depth data, and rendering
a new first frame in real time to include the pre-rendered first frame, one or more
virtual visible 3D objects and the invisible 3D framework.
Description of the Drawings
[0008]
FIG. 1 shows a system for generating an interactive 3D environment using virtual depth
according to an exemplary embodiment described herein.
FIG. 2 shows a method for generating an interactive 3D environment using virtual depth
according to an exemplary embodiment described herein.
FIG. 3 shows a plurality of screen shots of a graphical user interface ("GUI") running
a software application for generating an interactive 3D environment using virtual
depth according to an exemplary embodiment described herein.
Detailed Description
[0009] The exemplary embodiments may be further understood with reference to the following
description and the appended drawings, wherein like components are referred to with
the same reference numerals. The exemplary embodiments show systems and methods for
generating an interactive 3D environment using virtual depth. For instance, the systems
and methods may create the interactive 3D environment wherein virtual 3D objects in
an animated previous rendered (or "pre-rendered") video may seamlessly integrate and
interact with 3D objects rendered in real-time.
[0010] The interactive 3D environments may be generated from a media file including one
frame (e.g., a single image file) or a plurality of frames (e.g., a video file). The
media file may further be generated for display via a processor operating software
on a computing device. One skilled in the art will understand that the computing device
may any type of computing device, such as, but not limited to, a tablet computer,
a desktop computer, a laptop computer, a mobile phone, a personal digital assistant,
etc. Furthermore, the exemplary embodiments described herein may relate to an application
for generating 3D interactive environments on a computing device. However, one skilled
in the art will also understand that the systems and methods described herein may
be performed by either a stand-alone software package or an integrated software component
executing on the computing device.
[0011] As noted above, the current implementations of mixing a source video with real-time
rendered 3D objects are dependent on analyzing a source video as a flat, two-dimensional
("2D") texture. One of the reasons for this is due to the source video losing all
of its geometrical data, depth data and camera data during the rasterization process.
In other words, once the source video is rasterized and rendered, any information
related to the 3D aspects of the frames within the video is not utilized or retained
for additional applications.
[0012] As will be described in greater detail below, the exemplary systems and methods allow
for an application to receive and understand the geometry, depth and camera information
for every video frame in a media file. Furthermore, the application may use this information
to create a virtual depth scene in which other newly rendered 3D objects (e.g., rendered
in real-time) may interact therein. The interactions between the new 3D objects and
the source video may include, but is not limited to, camera perspective and movement,
lighting. Light sources, visual effects, surface properties, collision detection,
object occlusion, rigid body dynamic, soft body dynamics, fluid dynamics, etc.
[0013] Fig. 1 shows an exemplary system 100 for generating an interactive 3D environment
using virtual depth. The exemplary system 100 may include personal media device 110
(e.g., smartphone, tablet computer, etc.) equipped with a display 120, a processor
130 and a memory 140, such as a non-transitory computer-readable storage medium. The
media device 110 may be a computing device such as, for example, tablet, smart phone,
notebook computer, a desktop computer, laptop computer, home entertainment console,
smart television, digital media player, etc.
[0014] The exemplary processor 130 may receive user input from the display 120 and/or through
other components of the device 110 (e.g., keyboard, mouse, etc.). The exemplary memory
140 may store instructions, including instructions related to the above-described
software application (e.g., media player application), executable by the processor
130. Therefore, a user of the device 110 may interact with the software application
stored in the memory 140 of the device 110. The processor 130 may process these user
interactions and adjust the content (e.g., a source media file). Furthermore, the
memory 140 may further receive and store information pertaining to a source media
file (e.g., image, video, etc.), such as, but not limited to geometrical data, depth
data and camera data during the rendering and/or rasterization process.
[0015] Fig. 2 shows an exemplary method 200 for generating an interactive 3D environment
using virtual depth according to an exemplary embodiment described herein. The steps
performed by the method 200 will be described in reference to the exemplary system
100 and its various components as described above with reference to Fig. 1. For instance,
the method 200 may be included as an application of a set of instructions executable
by the processor 130 of the computing device 110.
[0016] In step 210, the method 200 may receive a source media file, such as a video file,
an image file, etc., from a rendering module. For instance, the media player application
may export a pre-rendered video file from an external rendering module that includes
a plurality of frames. It is noted that while the exemplary method 200 interacts with
an external rendering module, one skilled in the art will understand that the rendering
module may also be an integrated component within systems, methods and applications
described herein. In other words, the rendering module may be a stand-alone software
application or a software component executing on the computing device 110.
[0017] In step 220, the method 200 may receive depth data related to the media file received
from the rendering module. The depth data may correspond to each of the plurality
of frames in the media file. For instance, this information may be received from the
rendering module via a streaming file, such as a virtual depth stream file. More specifically,
the processor 130 may receive information from the rendering module during the creation
and rendering of a media file. The information may include, but is not limited to,
3D-related data for each frame such as camera position and movement information, a
description of scene geometry, lighting and visual effects, animation information,
scene parameters, etc. According to one example, the virtual depth stream information
may be received as the source media file (e.g., video, image, etc.) is received in
step 210. For example, as data pertaining to each frame in a video is received, the
method 200 may receive corresponding virtual depth data on a frame-by-frame basis
that provided details on the geometrical data and camera information for each frame.
[0018] According to an exemplary embodiment of the systems and methods described herein,
data included within the virtual depth stream may be extracted from an original or
source 3D media file, such as a scene in a video, that was used to render that media
file. For instance, an external renderer may feature detailed information regarding
scene geometry (e.g., mesh data, vertices, triangles, objects hierarchy, etc.), camera
animation, objects animation, etc. Thus, the method 200 may extract the corresponding
scene data by running a computer program or script designed for such data collection.
[0019] During the process of extracting the virtual depth stream, the method 200 may optionally
simplify the mesh data as to make it more adequate for real-time usage. For instance,
the source renderer (e.g., 3D modeling software) may offer an option to reduce the
level of details for a particular 3D mesh. According, since virtual depth data may
be used for rendering invisible 3D frameworks (e.g., elements that are unseen to the
viewing user), it is not necessary to extract the virtual depth data with a high level
of detail. In other words, the method 200 may not need all of the details included
in the source media file from the renderer. Accordingly, 3D mesh data may be extracted
with a much smaller number of polygons.
[0020] By reducing the amount of data and details extracted from the source media file,
there may a significant reduction in required processing on the client side (e.g.,
the computing device 110) when handling this data and hence may allow for the method
200 to operate on lower-end devices, such as mobile phones.
[0021] With regard to camera animation and object animation, an exemplary source renderer
may use keyframes to define animations. The method 200 may use these keyframes to
define the transform of the camera (e.g., position, rotation, etc.) at certain discrete
times, such as during playback of a video file, where these discrete times or media
times specify a particular time in the video file. Between each of these keyframes,
transform values may be interpolated by following a curve defined by the animator.
Accordingly, the method 200 may extract the values associated with these keyframes
as well as the curve formula in order to reproduce the exact animations in the newly
generated interactive 3D environment, and thus match the camera movement in the video.
Similar to camera animation, some objects in the rendered scenes may be animated.
Accordingly, any animation for these objects may also be extracted using the same
process defined above.
[0022] In step 230, the method 200 may create an invisible three-dimensional ("3D") framework
of a first frame of the media file based on the corresponding depth data. It is noted
that the exemplary invisible 3D framework may refer to a hidden framework or mesh
of geometrical shape representing any number of objects in the original pre-rendered
media file. The invisible framework may be hidden from display to a viewer during
the real-time generation of the exemplary interactive 3D environment. Accordingly,
the media player application may read the information received in step 220 and recreate
the scene of the media file using an invisible framework that is aligned with the
camera perspective. This scene may be referred to as a virtual depth scene.
[0023] In step 240, the method 200 may render the new first frame in real time to include
the pre-rendered first frame, one or more virtual visible 3D objects and the invisible
3D framework into the pre-rendered source media file. The media player application
may add visible 3D objects to the virtual depth scene that are aligned with the various
elements of the source media file. In other words, the rendering of the new first
frame in real time may include the alignment the invisible 3D framework with any number
of pre-rendered objects in the pre-rendered first frame. Thus, these virtual 3D objects
may also be depth-aware of the scene geometry within the frame of the media file.
[0024] For example, a real-time rendered 3D ball may bounce against a surface of a table
in a source video by interacting with the hidden geometry of the invisible 3D framework
inserted into the virtual depth scene. Since, the hidden geometry of the framework
aligns with the objects of the pre-rendered source video (e.g., a couch or a table),
it will provide the illusion of the newly inserted 3D object interacting with the
objects within the source media file.
[0025] During the rendering process, the method 200 may synchronize the invisible 3D framework
of the first frame into a new media file. As the media changes (e.g., a video file
is played), the real-time camera, geometry and depth data may change according to
the information within the virtual depth stream file. This allows the invisible 3D
framework of the virtual depth scene to remain synchronized with the view of the source
media file.
[0026] Since the source media file, such as a video file, is synchronized with the virtual
depth scene at a frame-by-frame level, the media player application is capable of
playing the new media file (e.g., an integrated video file) that includes very high
quality pre-rendered scenes while the application is aware of the camera, geometry
and depth information, as well as any changes to the information.
[0027] In step 250, the method 200 may receive further information from the rendering module,
the further information including at least one of lighting data, animation data, visual
effects data and frame parameters. Furthermore, the method 200 may adjust the display
of the one or more virtual 3D objects based on the further information. For instance,
the color and/shading of above-mentioned 3D ball may be adjusted to a dark hue if
the ball travels under the table in the source video, thereby presenting the illusion
of a shadow on the ball.
[0028] In step 260, the method 200 may occlude at least a portion of the one or more virtual
visible 3D objects in the new media file based on the invisible 3D framework. In other
words, the media player application may occlude the real-time 3D objects of the virtual
depth scene. More specifically, this may be achieved by having the hidden geometry
of the invisible 3D framework act as a transparent mask. Thus, while the virtual depth
geometry framework is not visible to a viewer, 3D objects that fall behind the framework
in the virtual depth scene may be either partially or fully occluded depending on
the camera information (e.g., camera angle, camera movement, etc.).
[0029] In step 270, the method 200 may determine that a further frame is available from
the media file received from the rendering module and repeat steps 210-260. Accordingly,
if there are additional frames available from the source media file, the method 200
may receive further depth data from the rendering module for these frames and create
further invisible 3D frameworks within additional virtual depth scenes. Alternatively,
if there are no further frames, the method 200 may end.
[0030] According to the exemplary embodiments of the systems and methods described herein,
the newly created media file is rendered separately and composited after the virtual
depth scene rendering is performed. Thus, elements may remain visible through the
media player application through virtual depth masks. The final result provides the
viewer with the illusion that real-time 3D objects are being rendered behind elements
from the source video frame. An exemplary real-time 3D ball may be thrown behind a
couch that only exists within the source video. The viewer may then see the ball become
obstructed by the couch, thereby providing a believable depth illusion.
[0031] Fig. 3 shows a plurality of screen shots 310-340 of a graphical user interface ("GUI")
running a software application for generating an interactive 3D environment using
virtual depth according to an exemplary embodiment described herein. As noted above,
the media player application on the device 110 may present an interactive 3D environment
to the user via the display 120 wherein real-time rendered 3D objects interact with
objects within a pre-rendered video, such as a video from an external source. Thus,
each of the exemplary scene shots 310-340 may represent the different stages of a
scene composition.
[0032] The screen shot 310 represents the original source media file. The original source
media file may be a video of a set piece, such as a furnished living. The media file,
as well as each of the objects of the set piece, may include observable 3D elements.
For instance, the media file includes camera position and movement information, lighting
information, etc. Additionally, the objects include geometry information, depth information,
etc. As noted above, all of the information pertaining to the scene may be received
by the media player application during the creation of a 3D invisible framework representing
the objects within the set piece.
[0033] The screen shot 320 represents the virtual depth stream generated from the original
source media file. More specifically, the virtual depth stream depicts the real-time
3D aspects of the each of the objects in the set piece while accounting for changes
in the camera perspective during playback of the original media file. As shown in
screen shot 320, a wireframe representation of the objects (e.g., couch, table, etc.)
has been generated based on the physical characteristics of the objects. While this
framework remains aligned with the camera movements and positioning, the framework
is invisible to the viewer during playback. In other words, as the video is being
played, the real-time changes to the camera information and object geometry/depth
information remains synchronized with the view of the original media file.
[0034] The screen shot 330 represents the real-time stream of the 3D interactive objects.
More specifically, the screen shot 330 depicts the insertion of real-time rendered
3D objects in to the original media file. As detailed above, these objects may be
aware of the changes to the geometry and depth of the original object, as well as
changes to the camera perspective. The awareness to such changes and characteristics
is based on the wireframe representation of the objects generated in screen shot 320.
[0035] The screen shot 340 represents the final composition of the original source media
file including the integrated 3D interactive objects. Accordingly, a real-time 3D
object (e.g., a ball) may appear to interact with these original object (e.g., a couch),
such as by bouncing off the object at realistic angles, rolling off the object at
realistic endpoints, etc. In actuality, the real-time 3D object is interacting with
the invisible framework of the objects generated in screen shot 320
[0036] The visual quality that may be achieved with pre-rendered videos is typically higher
than the video quality achieved using real-time rendering. This is particularly true
for devices that have limited processing capabilities, such as mobile devices. Therefore,
by using the exemplary systems and methods described herein, it is possible to create
a visual experience to the viewer that features superior visual quality while incorporating
real-time 3D objects that interact with the source video.
[0037] According to the exemplary systems and methods described herein, the media player
application may serve as a creative sandbox for delivering branded content to the
user. The media player application may allow for new material to be introduced to
a user base in a fun and interactive manner. For instance, the content may include
spin-off content from existing programming, such as video game applications for non-interactive
media content (e.g., television programming, streaming video files, etc.). By mixing
pre-rendered videos and real-time elements, it become possible to create highly engaging
and visually compelling interactive multimedia experiences for the viewer/user.
[0038] The newly generated media content may also serve as a companion component to additional
content delivered through different mediums, such as allowing a user to decorate the
set and/or characters in real-time while watching a media file (e.g., television programming).
Thus, the content from the media player application may provide the user with a more
in-depth, engaging, interactive and personalized viewing experience.
[0039] Furthermore, the exemplary systems and methods described herein may also be applied
to virtual reality ("VR") applications. For instance, many VR experiences may be designed
to be "on-rails" experiences having predetermined camera perspectives and camera movements
(e.g., as the viewer transitions from one scene or set piece to the next). Thus, the
addition of different real-time 3D interactive objects using the virtual depth scene
described herein may create a high quality on-rails experience suitable for VR.
[0040] Those of skill in the art will understand that the above-described exemplary embodiments
may be implemented in any number of matters, including as a media player application,
as a software program, etc. For example, the exemplary method 200 may be embodied
in a program stored in a non-transitory storage medium and containing lines of code
that, when compiled, may be executed by a processor (e.g., processor 130 of computing
device 110). Furthermore, one skilled in the art will understand that the exemplary
software application may be coded in any computer readable language, such as, for
example, a markup language (e.g., HTML5, etc.).
[0041] In the following, various examples of the present disclosure are summarized:
Example 1: A method, comprising:
receiving a pre-rendered media file comprising a plurality of frames;
receiving depth data related to the media file, wherein the depth data corresponds
to each of the plurality of frames, the depth data based on an original media file
from which the pre-rendered media file is generated;
determining a mesh quality for which an invisible three-dimensional ("3D") framework
is to be created, the mesh quality of the invisible 3D framework having a detail level
less than a further mesh quality associated with the original media file;
creating the invisible three-dimensional ("3D") framework of a first frame of the
media file based on the corresponding depth data and the mesh quality; and
rendering a new first frame in real time to include the pre-rendered first frame,
one or more virtual visible 3D objects and the invisible 3D framework.
Example 2: The method of example 1, wherein the depth data includes camera perspective
information and camera movement information.
Example 3: The method of example 1, wherein the depth data is received via a streaming
data file from a rendering module.
Example 4: The method of example 1, further comprising:
determining that a further frame is available from the media file received from the
rendering module;
receiving further depth data from the rendering module for the further frame; and
creating a further invisible 3D framework of the further frame within the media file
based on the depth data.
Example 5: The method of example 1, wherein the rendering of the one or more virtual
visible 3D objects is based on the corresponding depth data of the media file.
Example 6: The method of example 1, further comprising:
receiving further information related to the media file, the further information including
at least one of lighting data, animation data, visual effects data and frame parameters;
and
adjusting the rendering of the one or more virtual visible 3D based on the further
information.
Example 7: The method of example 1, wherein the rendering of the new first frame in
real time includes aligning the invisible 3D framework with one or more pre-rendered
objects in the pre-rendered first frame.
Example 8: The method of example 1, further comprising:
occluding at least a portion of the one or more virtual visible 3D objects in the
new first file based on the invisible 3D framework.
Example 9: A system, comprising:
a memory storing a plurality of rules; and
a processor coupled to the memory and configured to perform actions that include:
receiving a pre-rendered media file comprising a plurality of frames;
receiving depth data related to the media file, wherein the depth data corresponds
to each of the plurality of frames, the depth data based on an original media file
from which the pre-rendered media file is generated;
determining a mesh quality for which an invisible three-dimensional ("3D") framework
is to be created, the mesh quality of the invisible 3D framework having a detail level
less than a further mesh quality associated with the original media file;
creating the invisible three-dimensional ("3D") framework of a first frame of the
media file based on the corresponding depth data and the mesh quality; and
rendering a new first frame in real time to include the pre-rendered first frame,
one or more virtual visible 3D objects and the invisible 3D framework.
Example 10: The system of example 9, wherein the processor is further configured to
perform:
determining that a further frame is available from the media file received from the
rendering module;
receiving further depth data from the rendering module for the further frame; and
creating a further invisible 3D framework of the further frame within the media file
based on the depth data.
Example 11: The system of example 9, wherein the rendering of the one or more virtual
visible 3D objects is based on the corresponding depth data of the media file.
Example 12: The system of example 9, wherein the rendering of the new first frame
in real time includes aligning the invisible 3D framework with one or more pre-rendered
objects in the pre-rendered first frame
Example 13: The system of example 9, wherein the processor is further configured to
perform:
occluding at least a portion of the one or more visible 3D objects in the new media
file based on the invisible 3D framework.
Example 14: A method, comprising:
receiving a pre-rendered media file comprising a plurality of frames;
receiving depth data related to the media file, wherein the depth data corresponds
to each of the plurality of frames;
creating an invisible three-dimensional ("3D") framework of a first frame of the media
file based on the corresponding depth data; and
rendering a new first frame in real time to include the pre-rendered first frame,
one or more virtual visible 3D objects and the invisible 3D framework.
Example 15: The method of example 14, wherein the depth data includes camera perspective
information and camera movement information.
Example 16: The method of example 14, wherein the depth data is received via a streaming
data file from a rendering module.
Example 17: The method of example 14, further comprising:
determining that a further frame is available from the media file received from the
rendering module;
receiving further depth data from the rendering module for the further frame; and
creating a further invisible 3D framework of the further frame within the media file
based on the depth data.
Example 18: The method of example 14, wherein the rendering of the one or more virtual
visible 3D objects is based on the corresponding depth data of the media file.
Example 19: The method of example 14, further comprising:
receiving further information related to the media file, the further information including
at least one of lighting data, animation data, visual effects data and frame parameters;
and
adjusting the rendering of the one or more virtual visible 3D based on the further
information.
Example 20: The method of example 14, wherein the rendering of the new first frame
in real time includes aligning the invisible 3D framework with one or more pre-rendered
objects in the pre-rendered first frame.
Example 21: The method of example 14, further comprising:
occluding at least a portion of the one or more virtual visible 3D objects in the
new first file based on the invisible 3D framework.
Example 22: A non-transitory computer readable storage medium with an executable program
stored thereon, wherein the program instructs a processor to perform actions that
include:
receiving a pre-rendered media file comprising a plurality of frames;
receiving depth data related to the media file, wherein the depth data corresponds
to each of the plurality of frames;
creating an invisible three-dimensional ("3D") framework of a first frame of the media
file based on the corresponding depth data; and
rendering a new first frame in real time to include the pre-rendered first frame,
one or more virtual visible 3D objects and the invisible 3D framework.
Example 23: The computer readable storage medium of example 22, wherein the depth
data includes camera perspective information and camera movement information.
Example 24: The computer readable storage medium of example 22, wherein the actions
further include:
determining that a further frame is available from the media file received from the
rendering module;
receiving further depth data from the rendering module for the further frame; and
creating a further invisible 3D framework of the further frame within the media file
based on the depth data.
Example 25: The computer readable storage medium of example 22, wherein the rendering
of the one or more virtual visible 3D objects is based on the corresponding depth
data of the media file.
Example 26: The computer readable storage medium of example 22, wherein the actions
further include:
receiving further information from the rendering module, the further information including
at least one of lighting data, animation data, visual effects data and frame parameters.
Example 27: The computer readable storage medium of example 22, wherein the rendering
of the new first frame in real time includes aligning the invisible 3D framework with
one or more pre-rendered objects in the pre-rendered first frame
Example 28: The computer readable storage medium of example 22, wherein the actions
further include:
occluding at least a portion of the one or more visible 3D objects in the new media
file based on the invisible 3D framework.
Example 29: A system, comprising:
a memory storing a plurality of rules; and
a processor coupled to the memory and configured to perform actions that include:
receiving a pre-rendered media file comprising a plurality of frames;
receiving depth data related to the media file, wherein the depth data corresponds
to each of the plurality of frames;
creating an invisible three-dimensional ("3D") framework of a first frame of the media
file based on the corresponding depth data; and
rendering a new first frame in real time to include the pre-rendered first frame,
one or more virtual visible 3D objects and the invisible 3D framework.
Example 30: The system of example 29, wherein the processor is further configured
to perform:
determining that a further frame is available from the media file received from the
rendering module;
receiving further depth data from the rendering module for the further frame; and
creating a further invisible 3D framework of the further frame within the media file
based on the depth data.
Example 31: The system of example 29, wherein the rendering of the one or more virtual
visible 3D objects is based on the corresponding depth data of the media file.
Example 32: The system of example 29, wherein the rendering of the new first frame
in real time includes aligning the invisible 3D framework with one or more pre-rendered
objects in the pre-rendered first frame
Example 33: The system of example 22, wherein the processor is further configured
to perform:
occluding at least a portion of the one or more visible 3D objects in the new media
file based on the invisible 3D framework.
[0042] It will be apparent to those skilled in the art that various modifications may be
made in the present invention, without departing from the spirit or scope of the invention.
Thus, it is intended that the present invention cover the modifications and variations
of this invention provided they come within the scope of the appended claims and their
equivalents.
1. A system for generating an interactive 3D environment, comprising:
a processing apparatus receiving a plurality of first frames, the processing apparatus
being configured to create, based on depth data related to the first frames, an invisible
three-dimensional ("3D") framework for each of the first frames based on the corresponding
depth data, the processing apparatus being configured to generate a plurality of second
frames by inserting a virtual 3D object into the invisible 3D framework so that the
virtual visible 3D object interacts with invisible objects defined by the invisible
3D framework, each of the second frames including a corresponding one of the first
frames and the virtual visible 3D object interacting with the invisible objects defined
by the invisible 3D framework; and
a display displaying the second frames.
2. The system of claim 1, wherein the processing apparatus is configured to adjust a
trajectory of the virtual visible 3D object in the second frames based on its interactions
with the invisible objects defined by the invisible 3D framework.
3. The system of claim 1, wherein the processing apparatus receives further information
corresponding to the first frames including at least one of lighting data information,
animation data information, visual effects information and frame parameters information.
4. The system of claim 3, wherein the processing apparatus is configured to adjust a
rendering of the virtual visible 3D object in the second frames based on the further
information and wherein the processing apparatus adjusts one of a color and a shading
of the virtual visible 3D object in the second frames based on the further information.
5. The system of claim 1, wherein the processing apparatus occludes at least a portion
of the virtual visible 3D object in at least one of the second frames based on the
invisible 3D framework.
6. The system of claim 1, wherein the depth data includes perspective information corresponding
to one of a visual perspective represented in each of the first frames and perspective
movement information corresponding to a movement in visual perspective represented
in one of the first frames relative to another of the first frames.
7. The system of claim 1, wherein the depth data is received by the processing apparatus
as streaming data from a rendering module.
8. The system of claim 1, wherein the processing apparatus renders of the second frames
content by aligning the invisible 3D framework with one or more pre-rendered objects
in the first frames.
9. A non-transitory computer readable storage medium with an executable program stored
thereon, wherein the program instructs a processor to perform actions that include:
creating, based on depth data related to a plurality of first frames, an invisible
three-dimensional ("3D") framework for each of the first frames based on depth data
corresponding to each of the first frames;
generating a plurality of second frames by inserting a virtual 3D object into the
invisible 3D framework so that the virtual visible 3D object interacts with invisible
objects defined by the invisible 3D framework, each of the second frames including
a corresponding one of the first frames and the virtual visible 3D object interacting
with the invisible objects defined by the invisible 3D framework; and
display the second frames on a display.
10. The computer readable storage medium of claim 9, wherein generating the second frames
comprises adjusting, in at least one of the second frames, a trajectory of the virtual
visible 3D object based on an interaction between the virtual visible 3D object and
one of the invisible objects defined by the invisible 3D framework.
11. The computer readable storage medium of claim 9, wherein generating the second frames
adjusting a depiction of the virtual visible 3D object in at least one of the second
frames based on further information including one of lighting data information, animation
data information, visual effects information and frame parameters information.
12. The computer readable storage medium of claim 11, wherein generating the second frames
comprises adjusting one of a color and a shading of the virtual visible 3D object
based on the further information.
13. The computer readable storage medium of claim 9, wherein generating the second frames
comprises occluding at least a portion of the virtual visible 3D object in one of
the second frames based on the invisible 3D framework.
14. The computer readable storage medium of claim 9, wherein the depth data includes one
of camera perspective information corresponding to a visual perspective rendered in
a first one of the first frames and perspective movement information corresponding
to a change in a visual perspective rendered in the first frame relative to a visual
perspective rendered in a second one of the first frames.
15. The computer readable storage medium of claim 9, wherein the executable program is
operable to configure the processor to render the second frames by aligning the invisible
3D framework with one or more pre-rendered objects in the first frames.